4e-style multiclassing in 2e (very long)

I do not like AD&D-style multiclassing, and am not a huge fan of dual classing; they’re kind of clumsy kludges, and don’t work well with the system. However, I do like 4e-style, feat-based multiclassing, and so wanted to play around a bit with introducing that to AD&D.

Borrowing a bit from 2e Martial Arts, my thought is this: You have an initial proficiency which gives you access to further proficiencies in the multiclass.
*The initial multiclass proficiencies will be a bit better than standard proficiencies, but they also lock you in to a specific multiclass. (only 1 multiclass proficiency per character)
*Each class will have various sub-tables, and you need to buy your way up them; you can’t get the second ability in the subtable unless you have gotten the 1st.
*Some multiclass proficiencies will require Weapon proficiencies, others non-weapon proficiencies.
*Multiclass proficiencies will be Grouped… thief multiclass is Rogue grouped, meaning it is 2 slots for non-rogues… but I’ll also borrow Domains of Dread racial NWP groups, so some classes will be easier for some races.
*One thing I do not want to do is give multiclass characters abilities that the base class doesn’t have; while it might be interesting to add some S&P options, I’m going to leave those out.

This was a generic 2e article, which needs some adjustment for the Dark Sun versions of the class.

Fighter Multiclass Proficiency (1 slot, Warrior or Dwarf group)
Multiclass fighters may wear any armor and use shields, though may be subject to restrictions for other classes or with certain abilities. May purchase Warrior group proficiencies at cost.

Fighter’s Arms

  1. May become proficient with any one weapon, including those outside their class group. Requires Weapon Proficiency. May be repeated for additional weapons.
  2. May use Fighter ThAC0 for one weapon, designated at selection. Requires Weapon proficiency. May be repeated for additional weapons.

Fighter’s Resilience

  1. Gain 1 additional Hit Point per hit die rolled.
  2. If Constitution is 17 or above, may use fighter’s constitution bonuses.

Ranger Multiclass (Warrior group)
Multiclass rangers have a basic rapport with animals; they may approach a domestic or non-hostile animal and befriend it immediately, and discern its qualities (spotting the best horse in the corral or seeing that the runt of the litter actually has great promise). May access Warrior Group proficiencies at cost.

Ranger’s Arms

  1. May become proficient with any one weapon, including those outside their class group. Requires Weapon Proficiency. May be repeated for additional weapons.
  2. The character gains the first level of Two Weapon Fighting specialization, reducing the penalties to 0 on the main hand, and -2 on the off-hand. Requires a weapon proficiency.
  3. The character acquires a species enemy. They have a bonus of +2 to hit, and a penalty of -2 to encounter reaction rolls when dealing with the creature.
  4. The species enemy chosen at the previous rank increases to +4/-4.

Nature’s Ways

  1. The character now has the ability to track, as the proficiency. They do not gain additional bonuses to tracking as they increase in level, but they also do not suffer the tracking penalty for non-rangers. ^1
  2. The character may now make use of their animal empathy against wild and hostile animals, or those trained to attack. The creature may resist with a saving throw v. rods at no penalty.

Ranger’s Stealth

  1. 10% chance to Move Silently and Hide in Shadows (modified by race, Dexterity, and Armor). May not be attempted in armor heavier than studded leather; chance is halved outside of natural surroundings.
  2. 20% chance to Move Silently and Hide in Shadows (modified by race, Dexterity, and Armor). May not be attempted in armor heavier than studded leather; chance is halved outside of natural surroundings.
  3. 30% chance to Move Silently and Hide in Shadows (modified by race, Dexterity, and Armor). May not be attempted in armor heavier than studded leather; chance is halved outside of natural surroundings.

1 This is the same cost as taking tracking in the normal way, I know. However, it locks you into the Ranger multiclassing track.

Wizard Multiclass (Wizard Group)
A wizard multiclass character gains reading and writing in one language, and is capable of reading spellbooks. They may purchase Wizard group proficiencies at cost. Specialist wizards may choose to multiclass in this way, but their school-specific paths must be in barred schools for their specialties, and they suffer the usual -15% chance to learn spells outside their specialty school.

Magical Training

  1. The character has a single 1st level spell slot. They may learn, memorize, and cast Cantrip. They must maintain a spellbook; a copy of this spell, and any future spells. Cantrip scales with their level.
  2. The character may learn spells from the Lesser Divination and/or Universal school of up to level 1. Spells learned are cast at the character’s level -3, minimum 1. Spells must be memorized. The slot provided for Cantrip may now be used for any known spells. The character may also access additional paths in the multiclass wizard group.
  3. The character learns Read Magic, if they do not already know it. They may read and use wizard scrolls. Their chance of failure is calculated at their level minus 3.
  4. The character may learn spells from the Lesser Divination and/or Universal school of up to level 2. This provides an additional level 2 slot to be used for any known spells.
  5. The character may learn spells from the Lesser Divination and/or Universal school of up to level 3. This provides an additional level 3 slot to be used for any known spells.
  6. The character may learn spells from the Lesser Divination and/or Universal school of up to level 4. This provides an additional level 4 slot to be used for any known spells.

Abjuration

  1. The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
  2. The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
  3. The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
  4. The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

Alteration

  1. The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
  2. The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
  3. The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
  4. The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

Conjuration

  1. The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
  2. The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
  3. The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
  4. The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

Divination

  1. The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
  2. The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
  3. The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
  4. The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

Enchantment

  1. The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
  2. The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
  3. The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
  4. The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

Evocation

  1. The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
  2. The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
  3. The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
  4. The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

Illusion

  1. The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
  2. The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
  3. The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
  4. The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

Necromancy

  1. The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
  2. The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
  3. The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
  4. The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

If someone, somehow, spends the necessary 11-12 slots to master the Magical Training path, and a single school path, they would have 2/2/2/2 slots for wizard spells. Except for cantrip, they would cast all of these spells at their level -3. Rangers and Bards, with access to the Wizard group, can get away with 11 slots; everyone else will be 12.

Note: If the character has wizard spell slots of their own (e.g. a bard), they cast according to their normal rules, or these rules, whichever is better. Slots gained through this multiclass are bonus slots; a bard might, therefore, choose to pursue the Magical Training track, gaining bonus slots for their bard spells, but will always cast at their bard level, rather than level -3.

Cleric Multiclass Proficiency (1 Slot, Priest Group)
Grants Religion proficiency with the chosen religion (only), and at-cost access to priest proficiencies. May incur alignment or behavior requirements (depending on clerical restrictions in this campaign, for this religion). May incur weapon or armor restrictions.

Chosen Weapon

  1. Grants proficiency in their deity’s favored weapon (as defined by religion, or carried by the avatar), or a single blunt weapon outside the character’s class selection (eg a thief or mage choosing warhammer). Requires Weapon Proficiency slot.

Turn Undead

  1. May turn Skeletons and Zombies as a 1st level cleric
  2. May turn Ghouls, Shadows, and Wights as a 1st level cleric
  3. May turn Ghasts and Wraiths on a Natural 20

Blessings (Choices not cumulative; for ranks 2 and 3, will only be able to use one spell per day)

  1. May cast Combine 1/day (as participant, not focus)
  2. May cast Detect Evil/Good (at 1st level strength) or Combine (as participant, not focus) 1/day
  3. May cast Bless, Detect Evil/Good (at 1st level strength) or Combine (as participant, not focus) 1/day
  4. May use their Blessings twice per day, total.

Druid Multiclass Proficiency (1 slot, Priest Group)
Grants proficiency in Druidic Language, at-cost access to Priest Group proficiencies. Requires maintaining druidic alignment and behavior, weapon and armor restrictions. (May vary with campaign and deity)

Druid’s Arms

  1. Become proficient with one druid weapon not allowed to your class. Requires Weapon Proficiency.

Nature’s Lore

  1. Animal Lore Proficiency (1 slot regardless of proficiency group access)
  2. May make Wisdom check to identify plants, animals, and pure water
  3. May pass through natural undergrowth at normal speed with successful save v. paralyzation (1 per hour)
  4. May pass through natural undergrowth without leaving a trail with successful save v. paralyzation (1 per hour)

Nature’s Signs (Choices not cumulative; for ranks 2 and 3, will only be able to use one spell per day; spells always cast at 1st level)

  1. May cast Locate Animals or Plants once per day.
  2. May cast Detect Poison, or Locate Animals or Plants once per day.
  3. May cast Detect Snares or Pits, Detect Poison, or Locate Animals or Plants once per day.
  4. May use their Nature Signs powers twice per day, total

Nature’s Blessings (Choices not cumulative; only one blessing may be cast per day. Spells always cast at 1st level)

  1. May cast Endure Cold/Endure Heat once per day.
  2. May cast Animal Friendship or Endure Cold/Endure Heat once per day
  3. May cast Magical Stone, Animal Friendship or Endure Cold/Endure Heat once per day.
  4. May cast Shillelagh, Magical Stone, Animal Friendship, or Endure Cold/Endure Heat once per day

Thief Multiclass Proficiency (1 slot, Rogue & Halfling Groups)
Grants proficiency in Thief’s Cant language, and at-cost access to rogue proficiencies.

Stealth Group

  1. 10% chance to Move Silently and Hide in Shadows (modified by race, Dexterity, and Armor)
  2. 20% chance to Move Silently and Hide in Shadows (modified by race, Dexterity, and Armor)
  3. 30% chance to Move Silently and Hide in Shadows (modified by race, Dexterity, and Armor)
  4. Backstab for *2 damage (requires Weapon Proficiency slot)

Mechanical Group

  1. 10% chance to Open Locks and Find/Remove Traps (modified by race, Dexterity, and Armor)
  2. 20% chance to Open Locks and Find/Remove Traps (modified by race, Dexterity, and Armor)
  3. 30% chance to Open Locks and Find/Remove Traps (modified by race, Dexterity, and Armor)

Agility Group

  1. 10% chance to Pick Pockets, can climb walls as a thief (modified by race, Dexterity, and Armor)
  2. 20% chance to Pick Pockets, +10% to climb walls (modified by race, Dexterity, and Armor)
  3. 30% chance to Pick Pockets, +20% to climb walls (modified by race, Dexterity, and Armor)

Lore Group

  1. 10% chance to Read Languages, +10% to Detect Noise (modified by race)
  2. 20% chance to Read Languages, +20% to Detect Noise (modified by race)
  3. 30% chance to Read Languages, +30% to Detect Noise (modified by race)
  4. May use wizard and priest scrolls; chance of failure is 35%-level, minimum 25%

If I’m a fighter going into this, I can specialize… maybe I want the Lore group, so I spend 2 slots (Thief Multiclass), then 1 more at level 1 to get 10% Read Languages and +10% detect noise. At 3rd, 6th, and 9th I can expand on this, being able to read scrolls at 9th level. I’m nowhere near as good as a thief at these things, but I can sort of do them… and I also can’t do much of anything else, since all my proficiency slots are tied up in thief abilities.

Psionicist Multiclass Proficiency (1 Slot, Psionicist Group)

Multiclass psionicists may defend themselves in Telepathic Combat, rolling Wisdom -8; however, the opposing attack mode always has a +5 to its effective power score. May take Psionicist Group proficiencies at cost.

Psionic Defenses

  1. Acquire the Mind Blank psionic defense. Higher than this in Psionic Defense requires that the character have some source of PSPs (due to a wild talent or the Psionic Powers talent line)
  2. Acquire a second psionic defense mode that is a devotion.
  3. Acquire a third psionic defense mode mode.

Psionic Attacks

  1. Acquire the Contact power. This ability requires some source of PSPs.
  2. Acquire a psionic attack mode that is a devotion. May make one psionic attack per round.
  3. Acquire a second psionic attack mode that is a devotion.
  4. May make two psionic attacks per round.
  5. Acquire a third psionic attack mode that is a devotion.

Psionic Powers

  1. Acquire 1 devotion from 1 discipline. If the character does not have PSPs, acquire PSPs equal to their Wisdom score (not base ability derived from Wisdom, Wisdom score), plus bonuses from high Constitution, Intelligence, and Wisdom scores (per table 5 in the Psionics Handbook). Receive 6 PSPs per additional level of experience.
  2. Acquire a second devotion from their discipline.
  3. Acquire a third devotion from their discipline.
  4. Acquire a science from their discipline.

Elemental Psionics

  1. Choose 1 element. If the character does not have PSPs, acquire PSPs equal to the element’s primary attribute. They have PSPs equal to their elements’ attribute. They may enact no more than complexity 1 effects. They gain 6 PSPs per additional level.
  2. The character is capable of complexity 2 effects in their chosen element. If their only source of PSPs is from their elemental psionics multiclass, add an additional 5 PSPs.
  3. The character is capable of complexity 3 effects in their chosen element. If their only source of PSPs is from their elemental psionics multiclass, add an additional 10 PSPs (in addition to those learned on rank 2).

Wild Talents as Multiclass Psionicists: Wild Talents may choose to become multiclass psioncists at the normal cost (not paying an additional slot for the Psionicist multiclass proficiency), if they have not already taken another multiclass proficiency. If they have, they may not multiclass as a psionicist. As they already have a source of PSPs, they will not gain additional PSPs from the Psionics Powers line, but it will improve their per-level increase from 4 to 6.

Psionicists as Multiclass Psionicists: Psionicists may choose to become multiclass psionicists. If they pursue the Psionic Powers talent line, the powers chosen must come from a non-Primary discipline. Powers gained from the Psionic Attacks or Psionic Powers talent lines do not count against their limitation on powers from outside their Primary discipline. Regardless, becoming a multiclass psionicist does not grant them additional PSPs, either initially or upon leveling.

Elemental Psionicists as Multiclass Psionicists: Elemental psionicists may pursue either normal (Tarandan) psionics, or elemental psionics. If they pursue elemental psionics, they must choose an element that they do not have. If they specialize in their primary element (chosen with their class, not their multiclass) at levels 7 and 13, the element chosen for their multiclass does not count against them, but will still make para-elemental effects available. However, they remain constrained by the complexity enabled by their multiclass element when using that element, or a para-element involving it.


Alternate version: I apparently wrote a version back when I created the original post, and posted it to The Piazza, but not to here. I like the new version better, but here’s the old version:

Multiclass Psionicist (Psionicist Group)
A multiclass psionicist gains the Mind Blank mental defense, and at-cost access to Psionicist group proficiencies. You have no PSPs (unless you have them from another source).

Psychic Strength Track

  1. You have a number of PSPs equal to your Wisdom score. You gain 1d6+Wisdom Modifier (Table 5 in Complete Psionics Handbook) for each subsequent level (not any previous levels; if this is achieved at level 3, you will first gain this at level 4). After this, you may take Discipline-specific tracks. You must meet the prerequisites of any power your gain.
  2. Your base PSP increases from your Wisdom Score to the Base Score indicated on Table 5 of the Complete Psionics Handbook. Your subsequent per-level PSPs increase to 1d10+Wisdom Modifier. If your Wisdom is less than 15, you receive the increase in per-level, and your base PSP increases to 15.
  3. You gain 10 PSPs.

Psychic Defense Track. You must have twice the number of Telepathic devotions as you have Telepathic sciences.

  1. You learn an additional psychic defense devotion (any but Tower of Iron Will). You gain 5 PSPs. This may be repeated until all 4 are acquired.
  2. You may learn Tower of Iron Will. You gain 10 PSPs.

Clairsentient Track. You must have twice the number of Clairsentient devotions as you have Clairsentient sciences.

  1. You learn a Clairsentient devotion. You gain 5 PSPs
  2. You learn a Clairsentient devotion. You gain 5 PSPs. This may be repeated to gain more devotions.
  3. You learn a Clairsentient science. You gain 10 PSPs. This may be repeated to gain more sciences.

Psychokinetic Track. You must have twice the number of Psychokinetic devotions as you have Psychokinetic sciences.

  1. You learn a Psychokinetic devotion. You gain 5 PSPs
  2. You learn a Psychokinetic devotion. You gain 5 PSPs. This may be repeated to gain more devotions.
  3. You learn a Psychokinetic science. You gain 10 PSPs. This may be repeated to gain more sciences.

Psychometabolic Track. You must have twice the number of Psychometabolic devotions as you have Psychometabolic sciences.

  1. You learn a Psychometabolic devotion. You gain 5 PSPs
  2. You learn a Psychometabolic devotion. You gain 5 PSPs. This may be repeated to gain more devotions.
  3. You learn a Psychometabolic science. You gain 10 PSPs. This may be repeated to gain more sciences.

Psychoportive Track. You must have twice the number of Psychoportive devotions as you have Psychoportive sciences.

  1. You learn a Psychoportive devotion. You gain 5 PSPs
  2. You learn a Psychoportive devotion. You gain 5 PSPs. This may be repeated to gain more devotions.
  3. You learn a Psychoportive science. You gain 10 PSPs. This may be repeated to gain more sciences.

Telepathic Track. You must have twice the number of Telepathic devotions as you have Telepathic sciences. Devotions and sciences learned from the Psychic Defense track count towards the number of Telepathic devotions and sciences you have.

  1. You learn the Contact devotion. You gain 5 PSPs
  2. You learn the Mindlink science. (Mind Blank is given by the base proficiency, so that’s 1 Telepathic devotion; Contact is 2). You gain 10 PSPs.
  3. You learn an additional Telepathic devotion. You gain 5 PSPs. This may be repeated to gain more devotions.
  4. You learn an additional Telepathic science. You gain 10 PSPs. This may be repeated to gain more devotions.

Unlike wizards, psionicists may not use multiclass proficiencies to increase their number of psychic powers; all psionicists are a single class, regardless of primary discipline. Wizard specialists are separate classes. In lieu of rolling for a wild talent, characters in Dark Sun may take 3 free proficiencies in Multiclass psionicist (basic multiclass, Psychic Strength 1, and one other). All Dark Sun characters may be multiclass psionicists, in addition to their other multiclass proficiencies.
(There is not Metapsionic track; if you haven’t studied it, you can’t learn metapsionics)